#define_import_path bevy_pbr::mesh_view_bindings

#import bevy_pbr::mesh_view_types as types
#import bevy_render::{
    view::View,
    globals::Globals,
}

@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube;
#else
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array;
#endif
@group(0) @binding(3) var point_shadow_textures_sampler: sampler_comparison;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
@group(0) @binding(4) var directional_shadow_textures: texture_depth_2d;
#else
@group(0) @binding(4) var directional_shadow_textures: texture_depth_2d_array;
#endif
@group(0) @binding(5) var directional_shadow_textures_sampler: sampler_comparison;

#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
@group(0) @binding(6) var<storage> point_lights: types::PointLights;
@group(0) @binding(7) var<storage> cluster_light_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(8) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#else
@group(0) @binding(6) var<uniform> point_lights: types::PointLights;
@group(0) @binding(7) var<uniform> cluster_light_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(8) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#endif

@group(0) @binding(9) var<uniform> globals: Globals;
@group(0) @binding(10) var<uniform> fog: types::Fog;

@group(0) @binding(11) var screen_space_ambient_occlusion_texture: texture_2d<f32>;

@group(0) @binding(12) var environment_map_diffuse: texture_cube<f32>;
@group(0) @binding(13) var environment_map_specular: texture_cube<f32>;
@group(0) @binding(14) var environment_map_sampler: sampler;

@group(0) @binding(15) var dt_lut_texture: texture_3d<f32>;
@group(0) @binding(16) var dt_lut_sampler: sampler;

#ifdef MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(17) var depth_prepass_texture: texture_depth_multisampled_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(18) var normal_prepass_texture: texture_multisampled_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(19) var motion_vector_prepass_texture: texture_multisampled_2d<f32>;
#endif // MOTION_VECTOR_PREPASS

#else // MULTISAMPLED

#ifdef DEPTH_PREPASS
@group(0) @binding(17) var depth_prepass_texture: texture_depth_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(18) var normal_prepass_texture: texture_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(19) var motion_vector_prepass_texture: texture_2d<f32>;
#endif // MOTION_VECTOR_PREPASS

#endif // MULTISAMPLED

#ifdef DEFERRED_PREPASS
@group(0) @binding(20) var deferred_prepass_texture: texture_2d<u32>;
#endif // DEFERRED_PREPASS

@group(0) @binding(21) var view_transmission_texture: texture_2d<f32>;
@group(0) @binding(22) var view_transmission_sampler: sampler;
